Esempio n. 1
0
        /// <summary>
        /// Crea un mesh sin texturas, solo con VertexColors
        /// </summary>
        /// <param name="meshData"></param>
        private TgcSkeletalMesh crearMeshSoloColor(TgcSkeletalMeshData meshData)
        {
            //Crear Mesh
            Mesh mesh = new Mesh(meshData.coordinatesIndices.Length / 3, meshData.coordinatesIndices.Length, MeshFlags.Managed, VertexColorVertexElements, device);

            //Cargar VertexBuffer
            using (VertexBuffer vb = mesh.VertexBuffer)
            {
                GraphicsStream data = vb.Lock(0, 0, LockFlags.None);
                for (int j = 0; j < meshData.coordinatesIndices.Length; j++)
                {
                    VertexColorVertex v = new VertexColorVertex();

                    //vertices
                    int coordIdx = meshData.coordinatesIndices[j] * 3;
                    v.Position = new Vector3(
                        meshData.verticesCoordinates[coordIdx],
                        meshData.verticesCoordinates[coordIdx + 1],
                        meshData.verticesCoordinates[coordIdx + 2]
                        );

                    //color
                    int colorIdx = meshData.colorIndices[j];
                    v.Color = meshData.verticesColors[colorIdx];

                    data.Write(v);
                }
                vb.Unlock();
            }

            //Cargar indexBuffer en forma plana
            using (IndexBuffer ib = mesh.IndexBuffer)
            {
                short[] indices = new short[meshData.coordinatesIndices.Length];
                for (int i = 0; i < indices.Length; i++)
                {
                    indices[i] = (short)i;
                }
                ib.SetData(indices, 0, LockFlags.None);
            }

            //Cargar esqueleto
            TgcSkeletalBone[] bones = loadSkeleton(meshData);
            TgcSkeletalVertexWeight[] verticesWeights = loadVerticesWeights(meshData, bones);

            //Cargar datos de meshData que interesan mantener como originales
            TgcSkeletalMesh.OriginalData origData = new TgcSkeletalMesh.OriginalData();
            origData.coordinatesIndices = meshData.coordinatesIndices;
            origData.verticesCoordinates = meshData.verticesCoordinates;
            origData.colorIndices = meshData.colorIndices;
            origData.verticesColors = meshData.verticesColors;
            origData.texCoordinatesIndices = null;
            origData.textureCoordinates = null;

            //Crear mesh de TGC
            TgcSkeletalMesh tgcMesh = meshFactory.createNewMesh(mesh, meshData.name, TgcSkeletalMesh.MeshRenderType.VERTEX_COLOR, origData, bones, verticesWeights);
            return tgcMesh;
        }
Esempio n. 2
0
        /// <summary>
        /// Crea un mesh con uno o varios DiffuseMap
        /// </summary>
        /// <returns></returns>
        private TgcSkeletalMesh crearMeshDiffuseMap(TgcSkeletalLoaderMaterialAux[] materialsArray, TgcSkeletalMeshData meshData)
        {
            //Crear Mesh
            Mesh mesh = new Mesh(meshData.coordinatesIndices.Length / 3, meshData.coordinatesIndices.Length, MeshFlags.Managed, DiffuseMapVertexElements, device);

            //Cargar VertexBuffer
            using (VertexBuffer vb = mesh.VertexBuffer)
            {
                GraphicsStream data = vb.Lock(0, 0, LockFlags.None);
                for (int j = 0; j < meshData.coordinatesIndices.Length; j++)
                {
                    DiffuseMapVertex v = new DiffuseMapVertex();

                    //vertices
                    int coordIdx = meshData.coordinatesIndices[j] * 3;
                    v.Position = new Vector3(
                        meshData.verticesCoordinates[coordIdx],
                        meshData.verticesCoordinates[coordIdx + 1],
                        meshData.verticesCoordinates[coordIdx + 2]
                        );

                    //texture coordinates diffuseMap
                    int texCoordIdx = meshData.texCoordinatesIndices[j] * 2;
                    v.Tu = meshData.textureCoordinates[texCoordIdx];
                    v.Tv = meshData.textureCoordinates[texCoordIdx + 1];

                    //color
                    int colorIdx = meshData.colorIndices[j];
                    v.Color = meshData.verticesColors[colorIdx];

                    data.Write(v);
                }
                vb.Unlock();
            }

            //Cargar IndexBuffer en forma plana
            using (IndexBuffer ib = mesh.IndexBuffer)
            {
                short[] indices = new short[meshData.coordinatesIndices.Length];
                for (int j = 0; j < indices.Length; j++)
                {
                    indices[j] = (short)j;
                }
                ib.SetData(indices, 0, LockFlags.None);
            }

            //Configurar Material y Textura para un solo SubSet
            TgcSkeletalLoaderMaterialAux matAux = materialsArray[meshData.materialId];
            Material[] meshMaterials;
            TgcTexture[] meshTextures;
            if (matAux.subMaterials == null)
            {
                meshMaterials = new Material[] { matAux.materialId };
                meshTextures = new TgcTexture[] { matAux.texture };
            }

            //Configurar Material y Textura para varios SubSet
            else
            {
                //Cargar attributeBuffer con los id de las texturas de cada triángulo
                int[] attributeBuffer = mesh.LockAttributeBufferArray(LockFlags.None);
                Array.Copy(meshData.materialsIds, attributeBuffer, attributeBuffer.Length);
                mesh.UnlockAttributeBuffer(attributeBuffer);

                //Cargar array de Materials y Texturas
                meshMaterials = new Material[matAux.subMaterials.Length];
                meshTextures = new TgcTexture[matAux.subMaterials.Length];
                for (int m = 0; m < matAux.subMaterials.Length; m++)
                {
                    meshMaterials[m] = matAux.subMaterials[m].materialId;
                    meshTextures[m] = matAux.subMaterials[m].texture;
                }
            }

            //Cargar esqueleto
            TgcSkeletalBone[] bones = loadSkeleton(meshData);
            TgcSkeletalVertexWeight[] verticesWeights = loadVerticesWeights(meshData, bones);

            //Cargar datos de meshData que interesan mantener como originales
            TgcSkeletalMesh.OriginalData origData = new TgcSkeletalMesh.OriginalData();
            origData.coordinatesIndices = meshData.coordinatesIndices;
            origData.verticesCoordinates = meshData.verticesCoordinates;
            origData.colorIndices = meshData.colorIndices;
            origData.verticesColors = meshData.verticesColors;
            origData.texCoordinatesIndices = meshData.texCoordinatesIndices;
            origData.textureCoordinates = meshData.textureCoordinates;

            //Crear mesh de TGC
            TgcSkeletalMesh tgcMesh = meshFactory.createNewMesh(mesh, meshData.name, TgcSkeletalMesh.MeshRenderType.DIFFUSE_MAP, origData, bones, verticesWeights);
            tgcMesh.Materials = meshMaterials;
            tgcMesh.DiffuseMaps = meshTextures;
            return tgcMesh;
        }